/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Increments 1 and 2: draw appropriate items here // 4. Declare a Texture2D field in the Game1 class to hold the opening screen image. As usual, we’ll load // content into this field then draw it as appropriate (Chapter 5, Week 2) // 8. In the Game1 Draw method, draw the opening screen texture in the opening screen draw rectangle // (Chapter 5, Week 2) spriteBatch.Begin(); // 10. In the Game1 Draw method, add an if statement that checks if the current game state is // GameState.Menu before drawing the opening screen texture in the opening screen draw rectangle // (Chapter 7, Week 3) // This step uses something called an enumeration, which we haven't discussed yet. You can read // about enumerations in Section 8.1 of the book if you'd like, but for this step you just need to know that // gameState == GameState.Menu // is a Boolean expression that will evaluate to true if the value of the gameState variable is currently // GameState.Menu. if (gameState == GameState.Menu) { spriteBatch.Draw(openingScreenImgText2D, drawRectangle, Color.White); } else { // 19. In the Game1 Draw method, add an else clause to the if statement from Step 10 to have the board draw // itself if the current game state is GameState.Play // (Chapter 7, Week 3) numberBoard.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); if (gameState == GameState.Menu) { spriteBatch.Begin(); spriteBatch.Draw(openingScreen, openingScreenDrawRectangle, Color.White); spriteBatch.End(); } else if (gameState == GameState.Play) { numberBoard.Draw(spriteBatch); } base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Increments 1 and 2: draw appropriate items here spriteBatch.Begin(); if (gameState == GameState.Menu) { spriteBatch.Draw(openingScreenPng, openingScreenRectangle, Color.White); } else if (gameState == GameState.Play) { numberBoard.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Red); // Increments 1 and 2: draw appropriate items here if (gameState == GameState.Menu) { spriteBatch.Begin(); spriteBatch.Draw(openingScreenTexture, openingScreenRec, Color.Green); spriteBatch.End(); } else { numberBoard.Draw(spriteBatch); } base.Draw(gameTime); }